Quick answer: Set both blend parameters every frame from your movement input with animator.SetFloat, using damping so the 2D blend point moves smoothly across the motion field.
A 2D Freeform Directional blend tree mixes walk, strafe, and back-pedal based on two parameters. If the character always plays the same clip, the parameters are stuck at their default value. Here is how to drive them.
How to fix it
1. Write both parameters each frame
In your locomotion script call animator.SetFloat("VelX", x) and animator.SetFloat("VelY", y) every Update from the local-space movement vector. A static blend point only ever samples one corner of the tree.
2. Use the damping overload
Pass a damp time and Time.deltaTime to SetFloat so the blend point eases rather than snapping. Sudden parameter jumps cause the visible popping between clips.
3. Match parameter space to clips
Convert world velocity into the character's local space before feeding X/Y. Feeding world-space velocity makes the blend rotate with the camera instead of the character.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.